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Clefairy

In-battle formes

HP:70
Attack:45
Defense:48
Sp. Atk:60
Sp. Def:65
Speed:35
Min (-ve nature, 0 IVs)67
Default106
Max Neutral169
Max Positive185
Max Neutral (+1)253
Max Positive (+1)277
Max Neutral (+2)338
Max Positive (+2)370
NFE
Defensive106

Evolutions

Strategies

  • en
Formats:
Written by FlamPoke

Overview

Despite its appearance and seemingly low stats, Clefairy is a deceptively sturdy wall in the NFE metagame, using its access to several great utility moves like Knock Off, Stealth Rock, and Thunder Wave to much success. Capable of running either physically or specially defensive sets, Clefairy is flexible in supporting its teammates, such as using Stealth Rock to allow partners like Gabite and Piloswine to focus more on their offensive capabilities. Magic Guard is a useful tool that allows Clefairy to avoid taking residual entry hazard chip damage while sponging status for its teammates without taking residual damage. While Clefairy does offer immense upside as a utility machine, it does compete for the role with Tinkatuff, a dominant figure in the tier. While Tinkatuff is generally better than Clefairy because of its Steel typing, it does not have access to recovery, which makes Clefairy a capable choice for teams that want their Knock Off and Thunder Wave user to stick around.

Defensive

Move 1
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 2
Move 3
Move 4
  • Night Shade
    Does damage equal to the user's level.
    TypeGhost
    CategorySpecial
    Accuracy100%

Clefairy offers incredible utility, giving teams a sturdy Knock Off user that can also establish Stealth Rock and disrupt foes with Thunder Wave, all valuable tools that help against the premier entry hazard removal option in the tier, Quaxwell. Encore can similarly disrupt the opponent, though it is prediction-reliant, as most things will be faster than Clefairy without being paralyzed. Night Shade can be used to provide consistent damage output, though it can't hit Dunsparce, Girafarig, and Vigoroth, giving them opportunities to set up in front of Clefairy. Magic Guard allows Clefairy to sponge status moves and other forms of residual damage for its teammates, such as Toxic from Dunsparce, Salt Cure from Naclstack, and Will-O-Wisp from Misdreavus, though it does still suffer the effects of paralysis and takes boosted damage from Hex while statused. A specially defensive EV spread with a Calm nature lets Clefairy focus on checking Pokemon like Drakloak, Frogadier, and Misdreavus, while a physically defensive EV spread with a Bold nature can let it check Monferno and Piloswine.

A natural fit on balance and bulky offense teams, Clefairy can use its utility to free up a moveslot on teammates like Dunsparce, Gabite, Misdreavus, and Piloswine. Clefairy uses its bulk and general longevity to disrupt the opposition drastically, allowing offensive teammates, like Frogadier and Girafarig, to clean late-game after Eviolites are removed from walls such as Dunsparce, Misdreavus, and Tinkatuff. Teammates that appreciate the paralysis spread by Clefairy include Hex users like Drakloak and Misdreavus, which can use the boosted damage to break through special walls like opposing Clefairy and Tinkatuff. Frogadier is a notable partner for Clefairy, as it uses Spikes to create an entry hazard-stacking core that, with Misdreavus as a spinblocker, can rack up hazard chip damage. While Clefairy is fairly bulky and can use Moonlight to stick around for longer, it is generally frail once its Eviolite is removed and can struggle to wall the stronger setup sweepers and wallbreakers in the tier, such as Nasty Plot Girafarig, Contrary + Leaf Storm Servine, and Swords Dance Thwackey. To help with this, Hisuian Sliggoo can cover a lot of these threats because of its own bulk and Steel typing, and it can capitalize on Clefairy removing Eviolites on foes to maximize the damage output of its own strong STAB attacks like Draco Meteor and Flash Cannon. Koffing and Pawniard can also help sponge Knock Offs for Clefairy, with Koffing providing great offensive pressure with Toxic Spikes and Pawniard being a reliable wallbreaker. Fighting-types like Pignite can help Clefairy break through the bulkier Normal- and Steel-types that it can struggle against, like Dunsparce and Hisuian Sliggoo. Gabite can similarly help break through these Pokemon while also threatening Koffing and other Poison-types like Glimmet.

Other Options

Clefairy has access to Calm Mind, which can be used with attacks like Draining Kiss and Flamethrower to hit a large swath of the metagame for nice damage after a few boosts. Healing Wish can allow powerful wallbreakers like Girafarig and Piloswine a second chance to break through the opposition. Trick can be used to disrupt foes as well, opting to steal Eviolite from the foe rather than using Knock Off to remove it or using an unfavorable item like a Choice Scarf to disrupt a switch-in such as Misdreavus or Tinkatuff.

Checks and Counters

Item Disruption: Clefairy can struggle to function as a wall once its Eviolite is removed, rendering it less effective against Knock Off users like Monferno, Servine, and Thwackey. Switcheroo and Trick users, such as Frogadier, Girafarig, and Misdreavus can also disrupt Clefairy by giving it an unsavory Choice item.

Poison-types: Koffing, because of its ability Neutralizing Gas removing the effect of Magic Guard, can threaten Clefairy out and use Toxic Spikes to disrupt. Alolan Grimer and Ivysaur can threaten big damage against Clefairy with their STAB attacks while also using Knock Off to remove Eviolite from whatever switches into them.

Steel-types: Hisuian Sliggoo can use its powerful Steel-type STAB attacks to obliterate Clefairy, while Tinkatuff can wall non-Night Shade Clefairy with ease and disrupt it with Encore and Knock Off. Pawniard can use Clefairy as a relatively safe entry point, setting up with Swords Dance or threatening big damage with Iron Head immediately.

Credits

Moves

 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
Power
80
Accuracy
100%
PP
10
100% confuse target that had a stat rise this turn.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Snow.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
50
Accuracy
100%
PP
20
100% chance to lower the target's Attack by 1.
 
Power
Accuracy
PP
20
Uses the last move used in the battle.
 
Power
Accuracy
PP
20
Raises the user's Defense and Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
40
Accuracy
PP
15
This move does not check accuracy. Hits foes.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
50
Accuracy
100%
PP
10
User recovers 75% of the damage dealt.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
40
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's Sp. Def by 2.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
PP
20
The foes' moves target the user on the turn used.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
Accuracy
PP
10
User faints. Next hurt Pokemon is fully healed.
 
Power
Accuracy
PP
10
Heals the target by 50% of its max HP.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
10
Heals the user and its allies by 1/4 their max HP.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
120
Accuracy
90%
PP
10
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
 
Power
90
Accuracy
90%
PP
10
20% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
100
Accuracy
100%
PP
5
User faints. User on Misty Terrain: 1.5x power.
 
Power
Accuracy
PP
10
5 turns. Can't status,-Dragon power vs grounded.
 
Power
95
Accuracy
100%
PP
15
30% chance to lower the target's Sp. Atk by 1.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
Accuracy
100%
PP
15
Does damage equal to the user's level.
 
Power
90
Accuracy
90%
PP
10
10% chance to lower the target's Attack by 1.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
90%
PP
15
40, 80, 120 power, or heals target 1/4 max HP.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
65
Accuracy
100%
PP
20
10% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
55%
PP
15
Causes the target to fall asleep.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
75%
PP
10
Causes the target to become confused.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack and Defense by 1.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
10
Next turn, 50% of the user's max HP is restored.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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